using System.Collections.Generic;
using Gj;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif

[CreateAssetMenu(fileName = "BuffSettings", menuName = "Gj/BuffSettings")]
public class BuffSettings : ScriptableObject
{
    [System.Serializable]
    public struct BuffItem
    {
        public string key;
        public string type;
    }
    
    public BuffItem[] buffItems;
}